D&D 5E Death Knight Legendary Actions & Lair Actions

akr71

Hero
Like the descriptions says - I'm looking for some Legendary Actions & Lair Actions for a Death Knight. Frankly, I'm surprised that the MM didn't have any for it, but does for similar CR Mummy Lord, Lich & Vampire.

I've got a couple ideas, but I'm interested to see what the community has to offer.
 

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NotAYakk

Legend
So Legendary actions are folded into the monsters damage per round. The DK already puts out enough damage per round (as written) without any Legendary actions.

Adding Legendary actions will basically boost its CR beyond what it currently has.

How much higher CR do you want the DK to be?
 

dave2008

Legend
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Undead Knight by dcwj

Death Knight
Medium undead, chaotic evil
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Armor Class 21 (Plate +1, Shield)
Hit Points 180 (19d8 + 95; bloodied 90)
Speed 30 ft.1
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STRDEXCONINTWISCHA
20 (+5)11 (+0)20 (+5)12 (+1)16 (+3)18 (+4)
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Saving Throws Dex +6, Con +11, Wis +9, Cha +10
Skills Arcana +7, Athletics +11, Intimidation +10, Perception +9
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses darkvision 120 ft., truesight 60 ft., passive perception 19
Languages Abyssal, Common
Challenge 17 (18,000 XP) Proficiency Bonus +6
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Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.

Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

ACTIONS
Multiattack. The death knight makes two longsword attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.

Hellfire Orb (1/Rest). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, compelled duel, searing smite
2nd level (3 slots): hold person, magic weapon
3rd level (3 slots): dispel magic, elemental weapon
4th level (3 slots): banishment, staggering smite*
5th level (2 slots): destructive wave (necrotic)

*See Bonus Actions, the Death Knight's CR assumes it uses this spell twice.


BONUS ACTIONS
Staggering Smite (Concentration 1 minute). The next time the death knight hits a creature with a longsword attack, the attack deals an extra 14 (4d6) psychic damage and the target must make a DC 18 Wisdom saving throw or suffer disadvantage on its attack rolls and ability checks, and can't take reactions, until the end of its next turn.

REACTIONS
Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS
The death knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The death knight regains spent legendary actions at the start of its turn.

Command Undead. The death knight targets one undead ally it can see within 60 feet of it and gives it a telepathic command. The target can use its reaction to move up to half its speed and make one weapon attack. The undead adds the death knight's Charisma bonus (+4) to its attack and damage rolls.
Move. The death knight moves up to half its speed without provoking opportunity attacks.
Longsword (Cost 2 Actions). The death knight makes one longsword attack.
Touch of Death (Cost 3 Actions). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) necrotic damage and the target must make a DC 18 Constitution saving throw or gain one level of exhaustion. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
 
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DND_Reborn

The High Aldwin
FWIW our tier-4 game just fought a DK (the DM gave him a Scimitar of Speed so it got 4 attacks per round! :oops:) and it had the group running back and forth as we kept trying to block it off with a wall of force. With the +2 weapon, and averaging nearly 30 damage per hit, it typically did 90 or so damage per round. We defeated it, of course, but it did some damage. :)
 

Nitrosaur

Explorer
One of the first monsters I made a legendary version of was the Death Knight. It ended up being CR 21, because I added 3 Legendary Resistances with the legendary actions. I guess it's CR without Legendary Resistances would be around 19. These were the legendary actions I added, with notes on the why of each (apologies for the format, I'm on mobile):

"The death knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The death knight regains spent legendary actions at the start of its turn.

Command Undead. The death knight targets one undead ally it can see within 30 feet of it and gives it a telepathic command. The target can use its reaction to move up to half its speed and make one weapon attack.

Move. The death knight moves up to its speed without provoking opportunity attacks.

Double Strike (Costs 2 Actions). The death knight makes two longsword attacks."

Looking back it isn't the most exciting set of Legendary Actions, but it's functional. The Command Undead LA plays into the image of the DK surrounded by a battalion of skeletons, commanding its minions and acting as a pseudo-ranged attack, being the DK itself a very short range monster in general.

The Move LA is strange for a heavily armored knight, and I went back and forth with how much should it actually move, but mobility is important for a boss. I pictured it as a relentless pursuit, a way to mitigate it's low speed and few movement options for its CR, and with the idea that it would rarely use it more than once a round between Command Undead and Double Strike if it actually wanted to attack and be a menace.

I settled with Double Strike because per my clacs at the time, three longsword attacks (if it had a LA for a single attack) would have upped it's CR to 22, and a single one would have downgraded it to 20, and I liked the way it ended up the same CR as the base Lich that way.
 

dave2008

Legend
One of the first monsters I made a legendary version of was the Death Knight. It ended up being CR 21, because I added 3 Legendary Resistances with the legendary actions. I guess it's CR without Legendary Resistances would be around 19. These were the legendary actions I added, with notes on the why of each (apologies for the format, I'm on mobile):

"The death knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The death knight regains spent legendary actions at the start of its turn.

Command Undead. The death knight targets one undead ally it can see within 30 feet of it and gives it a telepathic command. The target can use its reaction to move up to half its speed and make one weapon attack.

Move. The death knight moves up to its speed without provoking opportunity attacks.

Double Strike (Costs 2 Actions). The death knight makes two longsword attacks."

Looking back it isn't the most exciting set of Legendary Actions, but it's functional. The Command Undead LA plays into the image of the DK surrounded by a battalion of skeletons, commanding its minions and acting as a pseudo-ranged attack, being the DK itself a very short range monster in general.

The Move LA is strange for a heavily armored knight, and I went back and forth with how much should it actually move, but mobility is important for a boss. I pictured it as a relentless pursuit, a way to mitigate it's low speed and few movement options for its CR, and with the idea that it would rarely use it more than once a round between Command Undead and Double Strike if it actually wanted to attack and be a menace.

I settled with Double Strike because per my clacs at the time, three longsword attacks (if it had a LA for a single attack) would have upped it's CR to 22, and a single one would have downgraded it to 20, and I liked the way it ended up the same CR as the base Lich that way.
That is very similar to what I did in post #3, I think I will add the Command Undead if you don't mind. That is a nice thematic option. One thing I did was just give it 2 legendary actions and its move action is only up to half its speed. It feels less like it is running all over the place that way. Since I lowered the number of attacks on its turn, it didn't actually change its CR.
 

NotAYakk

Legend
Problem with command undead is that the DK itself does 27 per swing and has a high accuracy.

I guess your choice is 2x strike + move or 2x strike + command.

---

I'd be tempted to put Command Undead as part of its main attack action, so it goes off every round.

Then, rather than movement, we could add push/pull.

Legendary Actions:

Aura of Terror: All non-undead creatures of the death knight's choice who can see the death knight must make a DC 18 wisdom save or become frightned of the DK until the end of the death knight's next turn, and immediately spend a reaction (if available) and move up to their speed away from the death knight. This movement provokes opportunity attacks. This may only be used once between Death Knight turns.

Word of Doom: A creature of the Death Knight's choice that can see or hear the Death must make a Charisma save (DC 18). If they fail, until they are deafened. In addition, until the Death Knight is defeated, or the Death Knight uses this on another target, or they die, the first thing they must do on their turn is move their speed directly towards the Death Knight, and they cannot willingly move further away. At the end of each of their turns they can repeat the saving throw with disadvantage, on success the effect ends.

A push (to get out of being surrounded), and a pull (to prevent someone from kiting the DK).
 

Mon

Explorer
This is our homebrew death knight, with some of the meat from the AD&D version from the fiend folio added back in:

The Homebrewery - NaturalCrit

Lairs and legendary status each add a point of CR, but we don't think the standard DK deserves to be CR 17 by itself, so it's buffed a bit as well.

Almost certainly needs a bit of polish for a wider audience, but suits our preferences perfectly.

Cheers,

Mon.
 
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aco175

Legend
I like the more simple actions such as an extra attack that uses one action or a teleport move, using 2 actions.

Dragon Magazine has a great series on death knights of Oearth, maybe 3e days. It laid out several of the known knights with each having levels of other classes and powers. It was a great set of reads. I think one was named Gargoth.
 

J-H

Hero
This is timely, as I have a DK featuring in an upcoming campaign where the party will be level 15-17 when they reach it.

The base Death Knight's HP seems very low. Blog of Holding has a typical CR 17 at 225hp. That 2 points of AC isn't going to do much against a 10th or 12th level party - my Castle Dracula party could dish 180hp out in one round. Reckless attack hasted zealot barbarian GWM (optimized, but hardly an obscure build) can do over that just by itself. I'd bump the HP up and give it more resistances... it's a specifically anti-paladin, so maybe resistance to fire and radiance?

Destructive Wave (necrotic) as a 5th level spell slot stinks. 5d6 AOE and maybe prone with no way to follow up except the undead minions - oh, and it damages the minions. It already has a version of Unholy Weapon baked in (the only reason it's a melee threat), so how about Banishing Smite? Casts as a bonus action, gives burst damage, and a CC option.

Also, it has no skills. Give it Athletics (+11) and Insight (+9).

Legendary Resistance x 3 yes

Legendary actions:
Lunge: Move 10' and make one melee attack against a foe, without provoking OAs
Cast a spell (costs 2 actions): Does what it says.
Shield Slam: Shoves an adjacent opponent prone. The Athletics skill we added comes in handy here.
Channel negative energy: The Death Knight heals itself for 2d8+3 hp. This gives an option for those times when the party isn't close, and the DK doesn't want to close in yet.

Lair Actions:
These depend entirely on the lair and nature of the DK. Possible options:
-Bless on all undead within the lair
-Bane on all living creatures within 120' (Wis DC 18, using the DK's spell save)
-Poisonous Fog: An area, or several areas, are filled with Stinking Cloud effects.
-Summon undead: Skeletons or a couple of ghouls or something more specialized
-Summon Mordenkainen's Sword (1d4)
-Reaving Fear: All enemies who can see the DK and are within 60' must make a DC 18 Wis save or be Frightened for 1 round. For each enemy who is Frightened, the DK gains 10 temporary hit points.
 

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